rules:investiture_of_wind
Investiture of Wind
6th-level transmutation
Casting Time: 1 action
Range: Self
Components: V,S
Duration: Concentration, up to 10 minutes
Until the spell ends, wind whirls around you, and you gain the following benefits.
- Ranged weapon attacks made against you have disadvantage on the attack roll.
- You gain a flying speed of 60 feet. If you are still flying when the spell ends, you fall, unless you can somehow prevent it.
- You can use your action to create a 15-foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube.
rules/investiture_of_wind.txt · Last modified: 2024/05/02 23:34 by 127.0.0.1